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-   -   Dominions 2. AI. Suggestions, that how to fix it. (http://forum.shrapnelgames.com/showthread.php?t=16583)

-Storm- November 6th, 2003 01:45 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by NTJedi:
Aristoteles and Particle...

Actually multiple AI personalities shouldn't take that long to program since for the most part just variables would have to be adjusted such as percentages regarding research, ritual spells, crafting items, etc... Also percentages regarding the use of gold for purchasing of assassins, spellcasters, priests, buildings, mercenaries, province defense, or something else...
Another would be percentages regarding how aggressive, defensive, productive, or (other actions I may miss)...


Once the formula for each is in place the developers should be able to create at least 10 very different personalities.

Another very important feature about this is if one of them has a flaw it won't destroy the game as computer opponents are randomly assigned the personalities before each game.
Whereas if only one AI personality exists and a major flaw/weakness appears gamers have to suffer until the next patch. Let me say again that a single AI can easily be mastered by gamers... multiple unknown personalities will leave gamers guessing as how the AI opponent will behave.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> by Particle
Jedi...what about: do not use exploits.

<font size="2" face="sans-serif, arial, verdana">Actually I never do... however during multiplayer games you can't always trust opponents across the internet. That is why I wrote what I did. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, but what AI personalities are you talking about?
Can you make a list of examples?

Gandalf Parker November 6th, 2003 05:25 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Nice breakdown. As far as choice of targets there would also be AIs who would always choose to target the WEAKEST pretender, magic, units, etc. Especially if they are a neighbor. Of course thats kindof how it does it now but with a list of AIs those should be included.

Mortifer November 6th, 2003 05:49 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by NTJedi:
Example=
Destroyer(Pillages lands which have been owned by opponents for long periods of time)
Architect(focuses on improving lands)
Arch-Mage(focuses on magic)
Barbarian(mainly uses brute force)
Insanity(unpredictable actions= randomly flips between all personalities every 10 turns)
Cutthroat(one out of three armies will be sneaking during movement)


With all the different levels of magic, game features and type of units... 10 very different personalities shouldn't be too difficult. If gamers could also modify these percentages with a mod tool... I'm sure we would see lots of very different ones created.


____________________________________

* On a side note:
Most of the AI personalities should be designed to attack the most powerful pretender god. One persoanlity may attack the player with the strongest domain while another may attack a player with the most research and so on. I've played lots of games where once some human player became the most powerful the remaining AI opponents would fight amongst themselves instead of joining forces.

<font size="2" face="sans-serif, arial, verdana">Hm nice ideas here. But still I think this would really work, if the AI would change these in the game, as someone has mentioned. Do you think that it is possible?

Gandalf Parker November 6th, 2003 06:36 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
[much that isnt necessary to read again snipped here] *hint hint*

Quote:

Hm nice ideas here. But still I think this would really work, if the AI would change these in the game, as someone has mentioned. Do you think that it is possible?
<font size="2" face="sans-serif, arial, verdana">Ive done programming like that before and the switching actually seems the least difficult. The biggest question that I would have is.... does the game programming seperate the AIs at all? The way the game runs now I see a strong possibility that the AI might be one long code string that does alot of common stuff first and then branches off (maybe) for things that apply only to particular nations. If its written with the basic AI code duplicated to each nation and then small modificatons done, then going to scripted AIs would be much easier. Thats not normal coding practices though so our chances are slim for that advantage.

[ November 06, 2003, 16:36: Message edited by: Gandalf Parker ]

Particle November 6th, 2003 08:24 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
The biggest question that I would have is.... does the game programming seperate the AIs at all?
<font size="2" face="sans-serif, arial, verdana">Good question. Maybe JK knows the answer. The question is: We will know it? http://forum.shrapnelgames.com/images/icons/tongue.gif

johan osterman November 6th, 2003 08:43 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.

Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.

Zerger November 6th, 2003 11:02 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by johan osterman:
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.

Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.

<font size="2" face="sans-serif, arial, verdana">I thought so. Just update these and we will be fine:

1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.


http://forum.shrapnelgames.com/images/icons/icon12.gif

NTJedi November 7th, 2003 02:06 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Example=
Destroyer(Pillages lands which have been owned by opponents for long periods of time)
Architect(focuses on improving lands)
Arch-Mage(focuses on magic)
Barbarian(mainly uses brute force)
Insanity(unpredictable actions= randomly flips between all personalities every 10 turns)
Cutthroat(one out of three armies will be sneaking during movement)


With all the different levels of magic, game features and type of units... 10 very different personalities shouldn't be too difficult. If gamers could also modify these percentages with a mod tool... I'm sure we would see lots of very different ones created.


____________________________________

* On a side note:
Most of the AI personalities should be designed to attack the most powerful pretender god. One persoanlity may attack the player with the strongest domain while another may attack a player with the most research and so on. I've played lots of games where once some human player became the most powerful the remaining AI opponents would fight amongst themselves instead of joining forces.

[ November 06, 2003, 12:23: Message edited by: NTJedi ]

NTJedi November 7th, 2003 05:11 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

by johan osterman

Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.

Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.
<font size="2" face="sans-serif, arial, verdana">I understand it's probably too late in the games programming design for multiple personalities to be added. It's too bad really because gamers will eventually master this one default Artificial_Intelligence. I can only recommend that Dominions_III have the multiple personalities for AI opponents.

[ November 07, 2003, 03:11: Message edited by: NTJedi ]

Aristoteles November 7th, 2003 10:50 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zerger:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by johan osterman:
Eh, chances that the AI will ever have different personalities are slim, chances for the AI to change personalities during the game are even slimmer.

Any AI improvements are likely to be solutions to specific problems, not improvements on the scale an adapting multi personality AI is.

<font size="2" face="sans-serif, arial, verdana">I thought so. Just update these and we will be fine:

1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.


http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">All I have to say....I agree. http://forum.shrapnelgames.com/images/icons/tongue.gif


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